BsBansheeRenderer.cpp 14 KB

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  1. #include "BsBansheeRenderer.h"
  2. #include "BsCamera.h"
  3. #include "BsSceneObject.h"
  4. #include "BsSceneManager.h"
  5. #include "BsRenderable.h"
  6. #include "BsMaterial.h"
  7. #include "BsMesh.h"
  8. #include "BsPass.h"
  9. #include "BsBlendState.h"
  10. #include "BsRasterizerState.h"
  11. #include "BsDepthStencilState.h"
  12. #include "BsCoreApplication.h"
  13. #include "BsViewport.h"
  14. #include "BsRenderTarget.h"
  15. #include "BsRenderQueue.h"
  16. #include "BsOverlayManager.h"
  17. #include "BsGUIManager.h"
  18. #include "BsCoreThread.h"
  19. #include "BsGpuParams.h"
  20. #include "BsProfilerCPU.h"
  21. #include "BsShader.h"
  22. #include "BsTechnique.h"
  23. #include "BsDrawList.h"
  24. #include "BsHardwareBufferManager.h"
  25. #include "BsGpuParamBlockBuffer.h"
  26. #include "BsShader.h"
  27. #include "BsBansheeLitTexRenderableController.h"
  28. #include "BsTime.h"
  29. #include "BsRenderableElement.h"
  30. #include "BsFrameAlloc.h"
  31. #include "BsCoreObjectManager.h"
  32. using namespace std::placeholders;
  33. namespace BansheeEngine
  34. {
  35. const String& BansheeRenderer::getName() const
  36. {
  37. static String name = "BansheeRenderer";
  38. return name;
  39. }
  40. void BansheeRenderer::_onActivated()
  41. {
  42. CoreRenderer::_onActivated();
  43. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::initializeCore, this));
  44. }
  45. void BansheeRenderer::_onDeactivated()
  46. {
  47. CoreRenderer::_onDeactivated();
  48. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::destroyCore, this));
  49. gCoreAccessor().submitToCoreThread(true);
  50. }
  51. void BansheeRenderer::initializeCore()
  52. {
  53. mLitTexHandler = bs_new<LitTexRenderableController>();
  54. SPtr<ShaderCore> shader = createDefaultShader();
  55. mDummyMaterial = MaterialCore::create(shader);
  56. }
  57. void BansheeRenderer::destroyCore()
  58. {
  59. if (mLitTexHandler != nullptr)
  60. bs_delete(mLitTexHandler);
  61. mRenderTargets.clear();
  62. mCameraData.clear();
  63. mRenderables.clear();
  64. mDummyMaterial = nullptr;
  65. }
  66. void BansheeRenderer::_notifyRenderableAdded(RenderableHandlerCore* renderable)
  67. {
  68. UINT32 renderableId = (UINT32)mRenderables.size();
  69. renderable->setRendererId(renderableId);
  70. mRenderables.push_back(RenderableData());
  71. mWorldTransforms.push_back(renderable->getTransform());
  72. mWorldBounds.push_back(renderable->getBounds());
  73. RenderableData& renderableData = mRenderables.back();
  74. renderableData.renderable = renderable;
  75. if (renderable->getRenderableType() == RenType_LitTextured)
  76. renderableData.controller = mLitTexHandler;
  77. else
  78. renderableData.controller = nullptr;
  79. SPtr<MeshCore> mesh = renderable->getMesh();
  80. if (mesh != nullptr)
  81. {
  82. const MeshProperties& meshProps = mesh->getProperties();
  83. for (UINT32 i = 0; i < meshProps.getNumSubMeshes(); i++)
  84. {
  85. renderableData.elements.push_back(RenderableElement());
  86. RenderableElement& renElement = renderableData.elements.back();
  87. renElement.mesh = mesh;
  88. renElement.subMesh = meshProps.getSubMesh(i);
  89. renElement.material = renderable->getMaterial(i);
  90. if (renElement.material == nullptr)
  91. renElement.material = renderable->getMaterial(0);
  92. if (renElement.material == nullptr)
  93. renElement.material = mDummyMaterial;
  94. if (renderableData.controller != nullptr)
  95. renderableData.controller->initializeRenderElem(renElement);
  96. }
  97. }
  98. }
  99. void BansheeRenderer::_notifyRenderableRemoved(RenderableHandlerCore* renderable)
  100. {
  101. UINT32 renderableId = renderable->getRendererId();
  102. RenderableHandlerCore* lastRenerable = mRenderables.back().renderable;
  103. UINT32 lastRenderableId = lastRenerable->getRendererId();
  104. if (renderableId != lastRenderableId)
  105. {
  106. // Swap current last element with the one we want to erase
  107. std::swap(mRenderables[renderableId], mRenderables[lastRenderableId]);
  108. std::swap(mWorldBounds[renderableId], mWorldBounds[lastRenderableId]);
  109. std::swap(mWorldTransforms[renderableId], mWorldTransforms[lastRenderableId]);
  110. lastRenerable->setRendererId(renderableId);
  111. }
  112. // Last element is the one we want to erase
  113. mRenderables.erase(mRenderables.end() - 1);
  114. mWorldBounds.erase(mWorldBounds.end() - 1);
  115. mWorldTransforms.erase(mWorldTransforms.end() - 1);
  116. }
  117. void BansheeRenderer::_notifyRenderableUpdated(RenderableHandlerCore* renderable)
  118. {
  119. UINT32 renderableId = renderable->getRendererId();
  120. mWorldTransforms[renderableId] = renderable->getTransform();
  121. mWorldBounds[renderableId] = renderable->getBounds();
  122. }
  123. void BansheeRenderer::_notifyCameraAdded(const CameraHandlerCore* camera)
  124. {
  125. CameraData& camData = mCameraData[camera];
  126. camData.renderQueue = bs_shared_ptr<RenderQueue>();
  127. }
  128. void BansheeRenderer::_notifyCameraRemoved(const CameraHandlerCore* camera)
  129. {
  130. mCameraData.erase(camera);
  131. }
  132. void BansheeRenderer::renderAll()
  133. {
  134. // Populate direct draw lists
  135. const Map<CameraHandler*, SceneCameraData>& allCameras = gSceneManager().getAllCameras();
  136. for (auto& cameraData : allCameras)
  137. {
  138. CameraHandlerPtr camera = cameraData.second.camera;
  139. HSceneObject cameraSO = cameraData.second.sceneObject;
  140. DrawListPtr drawList = bs_shared_ptr<DrawList>();
  141. // Get GUI render operations
  142. GUIManager::instance().render(camera->getViewport(), *drawList);
  143. // Get overlay render operations
  144. OverlayManager::instance().render(camera->getViewport(), *drawList);
  145. // Get any operations from hooked up callbacks
  146. const Viewport* viewportRawPtr = camera->getViewport().get();
  147. onRenderViewport(viewportRawPtr, *drawList);
  148. RenderQueuePtr renderQueue = bs_shared_ptr<RenderQueue>();
  149. const Vector<DrawOperation>& drawOps = drawList->getDrawOperations();
  150. for (auto& drawOp : drawOps)
  151. {
  152. SPtr<MaterialCore> materialCore = drawOp.material->getCore();
  153. SPtr<MeshCoreBase> meshCore = drawOp.mesh->getCore();
  154. SubMesh subMesh = meshCore->getProperties().getSubMesh(drawOp.submeshIdx);
  155. float distanceToCamera = (cameraSO->getPosition() - drawOp.worldPosition).length();
  156. renderQueue->add(materialCore, meshCore, subMesh, distanceToCamera);
  157. }
  158. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::addToRenderQueue, this, camera->getCore(), renderQueue));
  159. }
  160. // Sync all dirty sim thread CoreObject data to core thread
  161. CoreObjectManager::instance().syncToCore(gCoreAccessor());
  162. gCoreAccessor().queueCommand(std::bind(&BansheeRenderer::renderAllCore, this, gTime().getTime()));
  163. }
  164. void BansheeRenderer::addToRenderQueue(const SPtr<CameraHandlerCore>& camera, RenderQueuePtr renderQueue)
  165. {
  166. RenderQueuePtr cameraRenderQueue = mCameraData[camera.get()].renderQueue;
  167. cameraRenderQueue->add(*renderQueue);
  168. }
  169. void BansheeRenderer::renderAllCore(float time)
  170. {
  171. THROW_IF_NOT_CORE_THREAD;
  172. // Update global hardware buffers
  173. mLitTexHandler->updateGlobalBuffers(time);
  174. // Sort cameras by render target
  175. for (auto& cameraData : mCameraData)
  176. {
  177. const CameraHandlerCore* camera = cameraData.first;
  178. SPtr<RenderTargetCore> renderTarget = camera->getViewport()->getTarget();
  179. if (renderTarget == nullptr)
  180. continue;
  181. auto findIter = std::find_if(mRenderTargets.begin(), mRenderTargets.end(), [&](const RenderTargetData& x) { return x.target == renderTarget; });
  182. if (findIter != mRenderTargets.end())
  183. {
  184. findIter->cameras.push_back(camera);
  185. }
  186. else
  187. {
  188. mRenderTargets.push_back(RenderTargetData());
  189. RenderTargetData& renderTargetData = mRenderTargets.back();
  190. renderTargetData.target = renderTarget;
  191. renderTargetData.cameras.push_back(camera);
  192. }
  193. }
  194. // Sort everything based on priority
  195. auto cameraComparer = [&](const CameraHandlerCore* a, const CameraHandlerCore* b) { return a->getPriority() > b->getPriority(); };
  196. auto renderTargetInfoComparer = [&](const RenderTargetData& a, const RenderTargetData& b)
  197. { return a.target->getProperties().getPriority() > b.target->getProperties().getPriority(); };
  198. std::sort(begin(mRenderTargets), end(mRenderTargets), renderTargetInfoComparer);
  199. for (auto& camerasPerTarget : mRenderTargets)
  200. {
  201. Vector<const CameraHandlerCore*>& cameras = camerasPerTarget.cameras;
  202. std::sort(begin(cameras), end(cameras), cameraComparer);
  203. }
  204. // Render everything, target by target
  205. for (auto& renderTargetData : mRenderTargets)
  206. {
  207. SPtr<RenderTargetCore> target = renderTargetData.target;
  208. Vector<const CameraHandlerCore*>& cameras = renderTargetData.cameras;
  209. RenderAPICore::instance().beginFrame();
  210. for(auto& camera : cameras)
  211. {
  212. SPtr<ViewportCore> viewport = camera->getViewport();
  213. RenderAPICore::instance().setRenderTarget(target);
  214. RenderAPICore::instance().setViewport(viewport->getNormArea());
  215. UINT32 clearBuffers = 0;
  216. if(viewport->getRequiresColorClear())
  217. clearBuffers |= FBT_COLOR;
  218. if(viewport->getRequiresDepthClear())
  219. clearBuffers |= FBT_DEPTH;
  220. if(viewport->getRequiresStencilClear())
  221. clearBuffers |= FBT_STENCIL;
  222. if(clearBuffers != 0)
  223. RenderAPICore::instance().clearViewport(clearBuffers, viewport->getClearColor(), viewport->getClearDepthValue(), viewport->getClearStencilValue());
  224. render(*camera, mCameraData[camera].renderQueue);
  225. }
  226. RenderAPICore::instance().endFrame();
  227. RenderAPICore::instance().swapBuffers(target);
  228. }
  229. mRenderTargets.clear();
  230. }
  231. void BansheeRenderer::render(const CameraHandlerCore& camera, const RenderQueuePtr& renderQueue)
  232. {
  233. THROW_IF_NOT_CORE_THREAD;
  234. RenderAPICore& rs = RenderAPICore::instance();
  235. Matrix4 projMatrixCstm = camera.getProjectionMatrixRS();
  236. Matrix4 viewMatrixCstm = camera.getViewMatrix();
  237. Matrix4 viewProjMatrix = projMatrixCstm * viewMatrixCstm;
  238. onCorePreRenderViewport(camera);
  239. if (!camera.getIgnoreSceneRenderables())
  240. {
  241. ConvexVolume worldFrustum = camera.getWorldFrustum();
  242. // Update per-object param buffers and queue render elements
  243. for (auto& renderableData : mRenderables)
  244. {
  245. RenderableHandlerCore* renderable = renderableData.renderable;
  246. RenderableController* controller = renderableData.controller;
  247. UINT32 renderableType = renderable->getRenderableType();
  248. UINT32 rendererId = renderable->getRendererId();
  249. // Update buffers
  250. for (auto& renderElem : renderableData.elements)
  251. {
  252. if (controller != nullptr)
  253. controller->bindPerObjectBuffers(renderElem);
  254. if (renderableType == RenType_LitTextured)
  255. {
  256. Matrix4 worldViewProjMatrix = viewProjMatrix * mWorldTransforms[rendererId];
  257. mLitTexHandler->updatePerObjectBuffers(renderElem, worldViewProjMatrix);
  258. }
  259. UINT32 numPasses = renderElem.material->getNumPasses();
  260. for (UINT32 i = 0; i < numPasses; i++)
  261. {
  262. SPtr<PassParametersCore> passParams = renderElem.material->getPassParameters(i);
  263. for (UINT32 j = 0; j < passParams->getNumParams(); j++)
  264. {
  265. SPtr<GpuParamsCore> params = passParams->getParamByIdx(j);
  266. if (params != nullptr)
  267. params->updateHardwareBuffers();
  268. }
  269. }
  270. }
  271. // Do frustum culling
  272. // TODO - This is bound to be a bottleneck at some point. When it is ensure that intersect
  273. // methods use vector operations, as it is trivial to update them.
  274. const Sphere& boundingSphere = mWorldBounds[rendererId].getSphere();
  275. if (worldFrustum.intersects(boundingSphere))
  276. {
  277. // More precise with the box
  278. const AABox& boundingBox = mWorldBounds[rendererId].getBox();
  279. if (worldFrustum.intersects(boundingBox))
  280. {
  281. float distanceToCamera = (camera.getPosition() - boundingBox.getCenter()).length();
  282. for (auto& renderElem : renderableData.elements)
  283. renderQueue->add(&renderElem, distanceToCamera);
  284. }
  285. }
  286. }
  287. }
  288. renderQueue->sort();
  289. const Vector<RenderQueueElement>& sortedRenderElements = renderQueue->getSortedElements();
  290. for(auto iter = sortedRenderElements.begin(); iter != sortedRenderElements.end(); ++iter)
  291. {
  292. SPtr<MaterialCore> material = iter->material;
  293. setPass(material, iter->passIdx);
  294. draw(iter->mesh, iter->subMesh);
  295. }
  296. renderQueue->clear();
  297. onCorePostRenderViewport(camera);
  298. }
  299. SPtr<ShaderCore> BansheeRenderer::createDefaultShader()
  300. {
  301. String rsName = RenderAPICore::instance().getName();
  302. SPtr<GpuProgramCore> vsProgram;
  303. SPtr<GpuProgramCore> psProgram;
  304. if (rsName == RenderAPIDX11)
  305. {
  306. String vsCode = R"(
  307. cbuffer PerObject
  308. {
  309. float4x4 matWorldViewProj;
  310. }
  311. void vs_main(
  312. in float3 inPos : POSITION,
  313. out float4 oPosition : SV_Position)
  314. {
  315. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  316. })";
  317. String psCode = R"(
  318. float4 ps_main() : SV_Target
  319. {
  320. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  321. })";
  322. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  323. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  324. }
  325. else if (rsName == RenderAPIDX9)
  326. {
  327. String vsCode = R"(
  328. BS_PARAM_BLOCK PerObject { matWorldViewProj }
  329. float4x4 matWorldViewProj;
  330. void vs_main(
  331. in float3 inPos : POSITION,
  332. out float4 oPosition : POSITION)
  333. {
  334. oPosition = mul(matWorldViewProj, float4(inPos.xyz, 1));
  335. })";
  336. String psCode = R"(
  337. float4 ps_main() : COLOR0
  338. {
  339. return float4(0.3f, 0.9f, 0.3f, 1.0f);
  340. })";
  341. vsProgram = GpuProgramCore::create(vsCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
  342. psProgram = GpuProgramCore::create(psCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_FS_2_0);
  343. }
  344. else if (rsName == RenderAPIOpenGL)
  345. {
  346. String vsCode = R"(#version 400
  347. uniform PerObject
  348. {
  349. mat4 matWorldViewProj;
  350. };
  351. in vec3 bs_position;
  352. void main()
  353. {
  354. gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
  355. })";
  356. String psCode = R"(#version 400
  357. out vec4 fragColor;
  358. void main()
  359. {
  360. fragColor = vec4(0.3f, 0.9f, 0.3f, 1.0f);
  361. })";
  362. vsProgram = GpuProgramCore::create(vsCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
  363. psProgram = GpuProgramCore::create(psCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_FS_4_0);
  364. }
  365. PASS_DESC_CORE passDesc;
  366. passDesc.vertexProgram = vsProgram;
  367. passDesc.fragmentProgram = psProgram;
  368. SPtr<PassCore> newPass = PassCore::create(passDesc);
  369. SPtr<TechniqueCore> newTechnique = TechniqueCore::create(rsName, RendererDefault, { newPass });
  370. SHADER_DESC shaderDesc;
  371. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  372. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  373. SPtr<ShaderCore> defaultShader = ShaderCore::create("DummyShader", shaderDesc, { newTechnique });
  374. return defaultShader;
  375. }
  376. }